It also kind of kills it for me because my main use case for worlds was to structure small progressions of 3-5 stages, not some 40 stage monster magnum opus. Anyone that has played my levels knows that I have no intention of making a traditional Mario game.
yeah this, it seems like the best way to explore a theme. i guess what i’ll probably do is have 3-5 stage themes within a larger megaworld. maybe. whatever. it’s dumb
oh?
Super Worlds and Worlds are different.
— Team D-13 (@team_d13) April 22, 2020
Worlds are up to 5 levels and appear to be uncapped. (Or capped similarly to regular levels).
Super Worlds are batches of up to 8 worlds (40 levels) and are capped at 1.
They're not the same thing.
EDIT: does not appear to be the case!
Yay my use case!
Um, spoke too soon, that doesn’t seem to be the case!
Sorry should have unfolded that tweet first.
what a roller coaster
you are right these craftsman have slugged it out with the oppressive yoke of reality and chipped away as many den…
Yeah, I just tried it, so I can confirm that it doesn’t work. You only get one world per user. There’s only one slot on your profile page for one (it doesn’t get its own tab like your levels do). If you try to upload another it tells you you can only have one at a time.
It’s true that a Super World consists of multiple Worlds, but there’s no interface to edit and upload individual Worlds, only Super Worlds.
Also, there are no browsing or filters or any way to find Worlds you might enjoy, other than uh looking it up on people’s profiles directly or being served an entirely random set of 10.
otoh Dreams exists, although that might be more the exception that proves the rule, given the 7 years of development and Sony backing?
Yeah, those production conditions seem to exist only in some magical world of Sony largesse
Nintendo is renowned for its Producers, who have whips
The worst thing about this implementation is that it ENCOURAGES people to just dump all their levels into their World, rather than trying to make a thematic or curated experience.
this smells like it’ll be patched to me
though who knows
this will only be patched if they can design an interface for this that is
- Seamless
- Confuses nobody on the planet
- Doesn’t add any extra complexity to existing features
- Is useless for the people who actually care about Mario Maker
i feel like 50% of nintendo’s decisions are based on whether or not they can make a “good” UI for it
i read both adding friend multiplayer and expanding number of level slots as responses to feedback, and this feels similar? maybe i’m off base
The slow rollout of levels slots was intentional to stop people from spam uploading all garbage. They also did it in Mario Maker 1, but they used a different mechanism (likes on your levels directly contributed to how many levels you could upload, rather than a timed rollout).
I do agree that friend multiplayer was a direct response, but one that their marketing sort of walked them into.
How do your worlds connect together in the Super world? Can you set any level to be the “final” level of a world that then progresses to the next one or do you have to finish every level in the world for that? If the former, then a dumb workaround would be to have a sort of critical path of easy levels that just serve to have you travel between your different worlds and then add separate path in each world that takes you through the “real” levels of that world that have a certain theme and progression.
Also, is it possible to edit a world after the uploading it by adding new levels or will that require you to delete it and reupload which also means that it’s given a new level code thereby breaking the existing one that you have already shared around?
Yes this is how I was intending to use it as well. I guess I still can but I would just have to do a lot more planning ahead of time instead of doing everything on the fly as I go.
My main idea right now was to go back and look at the first game and all the basic stuff it teaches you like goombas = deadly, gaps in the floor will kill you, etc. and then subvert all of it over the course of a few sets of levels using stuff like the goomba mushroom or making gaps drop you into a lower underside of the level etc. Not original by any stretch but a fun exercise to get some more ideas for later level sets.
honestly i’m just very cynical about Nintendo at this point, but the pretty good launch of Animal Crossing and the quick change they made to Bunny Hell is promising. Maybe it will change!
I don’t even think that’s cynical, that emphasis on design by how it reaches the user has real strengths. Mario Maker itself is remarkable in its game-like interface, in how they hide the overwhelming complexity of the feature set behind toy-like interactions (shaking blocks), in the things they were willing to reconsider as necessary and cut (the hardest part); Dreams is powerful but has an audience something like 1/10 of Mario Maker, and I think that’s a reasonable representation of where they landed on the accessibility/broad reach curve.
But that approach will consistently end up with them avoiding conventional solutions that are too kludgy but everyone uses and thus there’s not really a high barrier to entry; they’d be safe if you didn’t assume a perfectly naive sphere as your user in every case.
It’s interesting that support for Splatoon 2 ended around the release of Mario Maker 2, and now Mario Maker’s support is ending around the release of Animal Crossing. Wonder how much shuffling around is being done there.